Where is TTW going now

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Where is TTW going now

Post by RoyBatty » Mon Feb 18, 2019 1:17 pm

As many of you know, I've decided to stop modding for now (at least publicly). I won't get into the whys and wherefores, but I'm making this post to let people know what is going on with TTW and where it's going for now.

I am still working on the 3.2.3 update and will finish it before I take my sabbatical, so you need not worry about that. If you want to know what's going on there you can always check this thread as it's updated regularly viewtopic.php?f=12&t=6657

What does this mean for TTW? Not much really since it's mostly completed outside of larger plans that will take time to complete and test. There are still many thousands of bugs in the game to which I take a proactive approach to fixing, that means there probably won't be as much of that until I decide if and when I'm interested in modding again. For the time being I am leaving darthbdaman in charge of fixing any issues that may arise in my continued absence, other than that no structure changes in the team. I am still the lead, until I decide if and when to relinquish that position.

Members of the team have their own plans for content as well, I'm sure they will continue to develop it regardless of my involvement.

There are/were plans to further integrate the games in a way that either I or darthbdaman or both of us desire to do.

That includes:
  • creating the rest of the unique unique weapons
  • adding in a conservative amount of cut content in the form of some weapons and notes - completed
  • creating a larger arsenal of weapons in the vanilla vein to fill out the skill and tiers not only for Big Guns at some point, but also stuff sorely missing like more throwables
  • complete economy rebalance to fix the monty haul issues with NV and how it completely breaks some game mechanics like vendor repair due to the excessive cost of many items - completed
  • complete and total leveling of the NV base wasteland to match Fallout 3 and the DLC for both games as it's the odd man out and doesn't present much of a challenge when starting in DC
  • complete DR/DT overhaul to make it work like it should have from the start and was changed to DT only because of a bug in vendor repairing - completed
  • complete and total weapon/armor integration between both games and it's DLC - completed with some alterations to the idea
  • the elimination of non-unique in some way GRA weapons - completed
  • properly cleaned NV DLC, a patch of FalloutNV.esm to fix broken landscape records, and to remove the injections from the pre order packs which causes extraneous bugs - completed
Some of these things may be unpopular to some, but this project is and has been a total conversion for awhile now so that we have the freedom to do what we think is best and the drive to keep working on it. We do our best to do these things in as professional a way possible and a well balanced manner, so please keep that in mind.

That said, the burning question is, am I leaving permanently? I don't know yet, I will remain around in a very limited capacity for the foreseeable future. I will not be interacting with the community except in a similar limited fashion at my discretion. People important to me have expressed that they wish me to stay, and I take that very seriously, and I don't really want to throw away all I've built to this point either. Right now however, I feel really put off and heartbroken by events that have occurred recently, and I need to take some time for me.

- Roy

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Re: Where is TTW going now

Post by darthbdaman » Mon Feb 18, 2019 5:53 pm

For those interested about the things Roy mentioned, my major feature priorities at the moment are:
  • Fallout 3, DLC, GRA leveled list integration. Properly integrating the DLC (including GRA) into the leveled lists, instead of script dumping them when you start the DLC. The GRA duplicate weapons will be removed when possible, as, according to the developers, the only reason they made them was to prevent bugs with uninstalling DLC. Fallout 3 weapons and ammo have also been added to the appropriate vendor and loot lists, and the ammo lists have been re-checked to fix a bnuch of bugs with ammos being missing or at the wrong tier. - completed
  • Minor content restorations from NV like the cut weapon mods. These are easy to add alongside the rest of the FO3/DLC integration. - completed
  • Faction armor rewrite. I'm going to rewrite the Faction armor system to use NVSE events, and allow for the optional restoration of the 3 cut faction armors (Boomers, Fiends, Followers) as well as add FO3 factions (Enclave, Outcast, Regulators, Talon Company)
  • Re-leveling all the lists in the game to scale from level 1 to 40-50ish. Right now, most lists scale from level 1-15 or 1-21. I few scale all the way up to level 30. There has been some discussion about raising the level cap to 60 (broken steel increased the level cap by 10, 60 is a highly divisble number allowing for different perk rates, it's too easy to get to level 50), and this might happen, the leveled lists will still only scale to level 40-50 though, to give you a bit of room to play with the better stuff in the game. - discard, different approach will be taken
  • DT/DR overhaul. I've made a bunch of test version of this to get a feel for how it should work. After testing, I have decided to make a scripted version that will allow 4 different options. NV (Full DT), FO3 (Full DR), JSawyer (Full DT, Some DR), and TTW (Full DR, Some DT). This will also make TTW require JIP LNs split head DT and DR, though it will hopefully not be required. -discarded

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